#include <server/defs.qh>
#include <server/miscfunctions.qh>
#include <server/items.qh>
+#include <server/resources.qh>
#include "havocbot.qh"
#include "../cvars.qh"
bool havocbot_goalrating_item_can_be_left_to_teammate(entity this, entity player, entity item)
{
- if (item.health && player.health <= this.health) {return true;}
- if (item.armorvalue && player.armorvalue <= this.armorvalue) {return true;}
- if (item.weapons && !(player.weapons & item.weapons)) {return true;}
- if (item.ammo_shells && player.ammo_shells <= this.ammo_shells) {return true;}
- if (item.ammo_nails && player.ammo_nails <= this.ammo_nails) {return true;}
- if (item.ammo_rockets && player.ammo_rockets <= this.ammo_rockets) {return true;}
- if (item.ammo_cells && player.ammo_cells <= this.ammo_cells) {return true;}
- if (item.ammo_plasma && player.ammo_plasma <= this.ammo_plasma) {return true;}
+ if (GetResourceAmount(item, RESOURCE_HEALTH) && GetResourceAmount(player, RESOURCE_HEALTH) <= GetResourceAmount(this, RESOURCE_HEALTH)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_ARMOR) && GetResourceAmount(player, RESOURCE_ARMOR) <= GetResourceAmount(this, RESOURCE_ARMOR)) {return true;}
+ if (STAT(WEAPONS, item) && !(STAT(WEAPONS, player) & STAT(WEAPONS, item))) {return true;}
+ if (GetResourceAmount(item, RESOURCE_SHELLS) && GetResourceAmount(player, RESOURCE_SHELLS) <= GetResourceAmount(this, RESOURCE_SHELLS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_BULLETS) && GetResourceAmount(player, RESOURCE_BULLETS) <= GetResourceAmount(this, RESOURCE_BULLETS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_ROCKETS) && GetResourceAmount(player, RESOURCE_ROCKETS) <= GetResourceAmount(this, RESOURCE_ROCKETS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_CELLS) && GetResourceAmount(player, RESOURCE_CELLS) <= GetResourceAmount(this, RESOURCE_CELLS)) {return true;}
+ if (GetResourceAmount(item, RESOURCE_PLASMA) && GetResourceAmount(player, RESOURCE_PLASMA) <= GetResourceAmount(this, RESOURCE_PLASMA)) {return true;}
if (item.itemdef.instanceOfPowerup) {return true;}
return false;
float enemy_distance = FLOAT_MAX;
float dist;
- FOREACH_CLIENT(IS_PLAYER(it) && it != this && !IS_DEAD(it),
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this && !(IS_DEAD(it) || STAT(FROZEN, it)),
{
if (it.team == this.team)
{
{
float rating;
vector o;
- ratingscale = ratingscale * 0.0001; // items are rated around 10000 already
+ ratingscale = ratingscale * 0.0001;
IL_EACH(g_items, it.bot_pickup,
{
// NOTE: this code assumes each bot rates items in a different frame
if(it.bot_ratingscale_time == time && ratingscale < it.bot_ratingscale)
continue;
- it.bot_ratingscale_time = time;
- it.bot_ratingscale = ratingscale;
if(!it.solid)
{
if(!havocbot_goalrating_item_pickable_check_players(this, org, it, o))
continue;
+ it.bot_ratingscale_time = time;
+ it.bot_ratingscale = ratingscale;
rating = it.bot_pickupevalfunc(this, it);
if(rating > 0)
navigation_routerating(this, it, rating * ratingscale, 2000);
if(this.waterlevel>WATERLEVEL_WETFEET)
return;
- ratingscale = ratingscale * 0.00005; // enemies are rated around 20000 already
+ ratingscale = ratingscale * 0.0001;
float t;
FOREACH_CLIENT(IS_PLAYER(it) && bot_shouldattack(this, it), {
continue;
*/
- t = ((this.health + this.armorvalue) - (it.health + it.armorvalue)) / 150;
+ t = ((GetResourceAmount(this, RESOURCE_HEALTH) + GetResourceAmount(this, RESOURCE_ARMOR)) - (GetResourceAmount(it, RESOURCE_HEALTH) + GetResourceAmount(it, RESOURCE_ARMOR))) / 150;
t = bound(0, 1 + t, 3);
if (skill > 3)
{
{
navigation_goalrating_start(this);
havocbot_goalrating_items(this, 10000, this.origin, 10000);
- havocbot_goalrating_enemyplayers(this, 20000, this.origin, 10000);
+ havocbot_goalrating_enemyplayers(this, 10000, this.origin, 10000);
havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
navigation_goalrating_end(this);